Gaming Guide

The Blood of Dawnwalker: All 8 Village Locations

Where to find every settlement in Vale Sangora, including the quest-locked eighth village that completes Tour Guide Training.

Where to find every settlement in Vale Sangora, including the quest-locked eighth village that completes Tour Guide Training.

Vale Sangora is only about 10 km² across, but its villages are scattered over ten regions and one of them will not show up on your map until you finish two specific quests. Visiting all eight is what earns Tour Guide Training, and it is one of the few completion goals in The Blood of Dawnwalker that you can knock out purely by exploring.

Quick answer: Visit Laslea, the Military Camp, Maragir, Parlita, Svartrau, Tantari and Oghasti in any order, then complete A Friend Like This followed by Song of the Mountain to open the road to Uriash Village. Touching the shrine there pops Tour Guide Training.


All 8 village locations and what each one needs

VillageWhat it takes to visit
LasleaNone — it is the prologue village in Laslea Glen
Military CampDefeat the guards at the entrance in Briar Slough
MaragirNone — travel to the Maragir Wealds area
ParlitaNone — has its own fast-travel shrine
SvartrauNone — the capital, entered through Svartrau City
TantariNone — has its own fast-travel shrine
OghastiNone
Uriash VillageComplete A Friend Like This, then Song of the Mountain

The seven villages you can walk into

Seven of the eight are open the moment you can physically reach them. There is no order requirement, so treat the list below as a route you can shuffle around whatever main quest you are chasing.

Laslea

Laslea sits in Laslea Glen, the starting region, so it counts toward the tally before you have made a single meaningful choice. The glen holds six shrines — Laslea Centre, Anca’s Hut, Blackwater Hollow, Northern Foothills, Silver Mines and Outlaw’s Gorge — and none of them are gated behind conditions. Laslea Centre, in the middle of the village, is the one that matters here.

Military Camp

The Military Camp is in Briar Slough and it is the only one of the seven that fights back. You have to defeat the guards posted at the entrance before you can get inside and register the visit. Going in at night with vampiric abilities makes this considerably shorter than trying to talk your way past in human form.

Approaching the guarded entrance to the Military Camp in Briar Slough
The guarded entrance to the Military Camp in Briar Slough. Image: Rebel Wolves

Maragir

Maragir lies in the Maragir Wealds and needs nothing more than for you to walk in. Set the marker on your map before you leave, since the wealds are dense enough that it is easy to skirt the settlement without ever entering it.

World map with a highlighted marker used to track a village location
Setting a map marker on a village before travelling to it. Image: Rebel Wolves

Parlita

Parlita has its own fast-travel shrine, which makes it worth an early detour even if you are not chasing the achievement yet. Activate the shrine on arrival and the village doubles as a hub you can jump back to later.

Svartrau

Svartrau is the capital of Vale Sangora, a silver-trade city with its own region on the map and a warren of cellars, caves and ruins underneath it. You only need to pass through the city entrance for it to count. The underground network is optional and considerably more dangerous than the streets above.

Map tab open on Svartrau City and the markers around it
Svartrau City and its surrounding markers on the world map. Image: Rebel Wolves

Tantari

Tantari sits in Tantari Woods and, like Parlita, comes with a fast-travel shrine. Unlock it while you are there so the return trip for any missed quests costs you nothing.

Map screen showing a yellow quest marker while locating Tantari
A yellow marker pinned on the map while routing toward Tantari. Image: Rebel Wolves

Oghasti

Oghasti is the last of the freely accessible seven and has no entry conditions attached. Once you have stepped into it, the only village left is the one the game holds back.

Regional map view used to locate Oghasti and nearby points of interest
The regional map view used to track down Oghasti. Image: Rebel Wolves

Uriash Village is locked behind two quests

Uriash Village cannot be reached by exploration alone. Two quests have to be cleared in sequence, and skipping straight to the second one is not possible — the first sets it up.

Complete A Friend Like This. This is the prerequisite that puts Song of the Mountain in your quest log.
Complete Song of the Mountain. Finishing it opens the path up to Uriash Village and makes the settlement reachable on the map.
Travel to Uriash Village and interact with the shrine there. That interaction is what registers the eighth and final village.

How to confirm Tour Guide Training unlocked

If the other seven villages are already ticked off, the Tour Guide Training achievement fires the moment you use the shrine in Uriash Village. You will see the standard platform achievement notification, and the entry in the game’s trophy and achievement list stops showing as locked.

If nothing pops, the cause is almost always one of two things. Either a village was seen on the map but never actually entered, or the Military Camp was scouted from outside without clearing the guards at the entrance. Both are fixed by physically returning and going in.

Note: unlocking a shrine and visiting a village are not the same action everywhere. Laslea Glen alone holds six shrines, and none of the five outside the village centre count as separate settlements.


Covering the map faster between villages

Coen has no horse or mount, so almost all travel is on foot until you build out a shrine network. Shrines are the fast-travel points, and every one you activate cuts down the walking on the next trip.

Watchtowers do the revealing. Climb one in a new region and synchronise it to expose the surrounding points of interest, which appear as white question marks until you get close enough to identify them. The efficient loop is tower first, nearby shrines second, question marks last.

Movement abilities help on the long stretches. Shapeshift from the Vampirism tree turns Coen into a wolf at night for much quicker ground coverage, while Mercurial Fervour in the Witchcraft tree gives a comparable daytime speed boost without changing form. Uncovering the map and hitting the main shrines generally takes around three to four hours if you are not stopping for every quest along the way.

Because exploration does not advance the 30-day timer hanging over the main story, sweeping the villages early costs you nothing narratively. Doing the seven open ones during your first passes through each region leaves only the Uriash quest chain standing between you and the achievement.